Minor game mode fixes
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c7d8e47d73
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7eeb90b925
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@ -210,7 +210,7 @@ void CScene::AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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std::vector<CSceneNode*>& rNodeVec = it->second;
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std::vector<CSceneNode*>& rNodeVec = it->second;
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for (u32 iNode = 0; iNode < rNodeVec.size(); iNode++)
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for (u32 iNode = 0; iNode < rNodeVec.size(); iNode++)
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if (rNodeVec[iNode]->IsVisible())
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if (ViewInfo.GameMode || rNodeVec[iNode]->IsVisible())
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rNodeVec[iNode]->AddToRenderer(pRenderer, ViewInfo);
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rNodeVec[iNode]->AddToRenderer(pRenderer, ViewInfo);
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}
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}
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}
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}
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@ -48,7 +48,7 @@ void CStaticNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewIn
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{
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{
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if (!mpModel) return;
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if (!mpModel) return;
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bool IsLightingEnabled = CGraphics::sLightMode == CGraphics::eWorldLighting;
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bool IsLightingEnabled = CGraphics::sLightMode == CGraphics::eWorldLighting || ViewInfo.GameMode;
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CGraphics::sVertexBlock.COLOR0_Amb = (IsLightingEnabled ? CColor::skBlack : CColor::skWhite);
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CGraphics::sVertexBlock.COLOR0_Amb = (IsLightingEnabled ? CColor::skBlack : CColor::skWhite);
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float Mul = CGraphics::sWorldLightMultiplier;
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float Mul = CGraphics::sWorldLightMultiplier;
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CGraphics::sPixelBlock.TevColor = CColor(Mul,Mul,Mul);
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CGraphics::sPixelBlock.TevColor = CColor(Mul,Mul,Mul);
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